Files
Jedi-Academy/tools/ModView/modview.cpp
2013-04-04 14:32:05 -07:00

264 lines
6.0 KiB
C++

// ModView.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "includes.h"
#include "ModView.h"
#include "MainFrm.h"
#include "ModViewDoc.h"
#include "ModViewView.h"
#include "CommArea.h"
#include "wintalk.h"
#include "textures.h"
#include "Splash.h"
bool gbStartMinimized = false;
void App_Init(void);
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CModViewApp
BEGIN_MESSAGE_MAP(CModViewApp, CWinApp)
//{{AFX_MSG_MAP(CModViewApp)
ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
//}}AFX_MSG_MAP
// Standard file based document commands
ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
// Standard print setup command
ON_COMMAND(ID_FILE_PRINT_SETUP, CWinApp::OnFilePrintSetup)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CModViewApp construction
CModViewApp::CModViewApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CModViewApp object
CModViewApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CModViewApp initialization
bool bSafeToAddToMRU = false;
bool gbMainFrameInitialised = false;
BOOL CModViewApp::InitInstance()
{
// CG: The following block was added by the Splash Screen component.
\
{
\
CCommandLineInfo cmdInfo;
\
ParseCommandLine(cmdInfo);
\
\
CSplashWnd::EnableSplashScreen(cmdInfo.m_bShowSplash);
\
}
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
// Change the registry key under which our settings are stored.
// TODO: You should modify this string to be something appropriate
// such as the name of your company or organization.
SetRegistryKey(_T("Local AppWizard-Generated Applications"));
LoadStdProfileSettings(16); // Load standard INI file options (including MRU)
// Register the application's document templates. Document templates
// serve as the connection between documents, frame windows and views.
CSingleDocTemplate* pDocTemplate;
pDocTemplate = new CSingleDocTemplate(
IDR_MAINFRAME,
RUNTIME_CLASS(CModViewDoc),
RUNTIME_CLASS(CMainFrame), // main SDI frame window
RUNTIME_CLASS(CModViewView));
AddDocTemplate(pDocTemplate);
// Parse command line for standard shell commands, DDE, file open
CCommandLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
App_Init();
/* TEMP ADDITION ONLY
// enable file manager drag/drop and DDE Execute open
EnableShellOpen();
RegisterShellFileTypes();
*/
// Dispatch commands specified on the command line (ignore this, try and avoid that crappy document class)
if (!ProcessShellCommand(cmdInfo))
return FALSE;
if (gbStartMinimized)
{
extern void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName);
FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt("Untitled");
}
// The one and only window has been initialized, so show and update it.
m_pMainWnd->ShowWindow(gbStartMinimized?SW_MINIMIZE:SW_SHOW);
m_pMainWnd->UpdateWindow();
bSafeToAddToMRU = true;
gbMainFrameInitialised = true;
CSplashWnd::HideSplashScreen(true);
StatusMessage(NULL);
/*
extern void R_LoadQuaternionIndex(const char* filename);
R_LoadQuaternionIndex("quaternions.bin");
*/
return TRUE;
}
void Filename_AddToMRU(LPCSTR psFilename)
{
if (bSafeToAddToMRU)
{
theApp.AddToRecentFileList(psFilename);
}
}
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
// No message handlers
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// App command to run the dialog
void CModViewApp::OnAppAbout()
{
CAboutDlg aboutDlg;
aboutDlg.DoModal();
}
/////////////////////////////////////////////////////////////////////////////
// CModViewApp message handlers
BOOL CModViewApp::OnIdle(LONG lCount)
{
// this works, but doesn't get called fast/often enough to be useful at the moment. Maybe one day...
// static int i=0;
// i++;
// OutputDebugString(va("%d\n",i));
if (WinTalk_HandleMessages())
{
OnAppExit();
}
return CWinApp::OnIdle(lCount);
}
// a place I can just stuff any remaining non-windows shutdown code...
//
void App_FinalExit(void)
{
Model_Delete();
FakeCvars_Shutdown();
CommArea_ShutDown();
}
// GL not running at this point, it gets started when the window is created. This is for stuff before that.
//
void App_Init(void)
{
App_OnceOnly();
FakeCvars_OnceOnlyInit();
CommArea_ServerInitOnceOnly();
}
int CModViewApp::ExitInstance()
{
bSafeToAddToMRU = false;
App_FinalExit();
return CWinApp::ExitInstance();
}
BOOL CModViewApp::PreTranslateMessage(MSG* pMsg)
{
// CG: The following lines were added by the Splash Screen component.
if (CSplashWnd::PreTranslateAppMessage(pMsg))
return TRUE;
return CWinApp::PreTranslateMessage(pMsg);
}